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Raid Update Ideas (Part 1)

Discussion in 'Raid' started by Necromancer51572, Oct 26, 2019.

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Which ideas do you think should be considered?

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  1. Necromancer51572

    Necromancer51572 Team Mystic

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    Hello folks, this thread is meant to contain all of the changes that I would like to see made to raid. If you have any comments, or if I missed something you think is important, please leave a response. Thanks!


    1. Tracking
    • NETHER TRACKING
      • This should be disabled. Nether tracking allows two things:
    1. Temporary iron trackers (covered below)
    2. Easy anti-temping tactics
      • Nether tracking has always been disabled as long as I can remember, and the big reason for this is to force players to make these massive structures in the world where people most commonly travel and explore. This means players must practice extreme caution in building trackers, and think out where to place them.
      • Since all valuable ores are in the overworld, the nether is only really good for a few things, namely Traveling and Bases. It makes sense to put a big pvp bank in the nether, since players hardly dig around at intermediate heights here. This makes them safe from day-to-day hastles, but removes the ability to have a 'safety', or anti-temp device here.
    • IRON TRACKING
      • Iron tracking allows players two potential benefits
    1. No need for obsidian for temp-tracker vanillas
    2. Quick to set up, and easy to remove, temporary trackers
    • One means that I do not have to use between 20 and 40 obsidian, and therefore do not have to re-mine 20-40 obsidian, each time I temp track (narrow-dependent value)
    • Two allows me to have an empty tunnel dug out, and when I am in the mood to track I just take a stack or two of iron blocks and make a vanilla, which would have a range of about 3000 for 2 stacks of blocks. Then, I track someone, and mine up the tracker in less than a minute.
    • This removes the 'high risk', or the 'high cost (time commitment)' aspect of tracking
    • This also makes some clever tracking methods (will not share here) very easy to do with no cost to me
    2. Boosters
    • Boosters should be reworked, in my opinion. Currently, if I am low on diamonds I can activate a 1hr haste booster and have about a half stack of blocks in that time. If I need XP, I can activate a double XP booster after AFKing at a spawner for a few hours, giving me potentially near a stack of level 30 bottles. While I am aware boosters have to 'boost' the server, I think there should be a buffer here.
    • HASTE BOOSTER
      • Haste 2 boosters allow you to insta-break stone. This is bad because it leads to early-map ore inflation and devaluation. This is not good because it removes the need to acquire loot, negating a big part of the game.
      • However, this is a Raid server, so tracking is very important. Because of this, I think the Haste 2 booster could simply apply a mining fatigue when mining stone, after say 10 stones are broken, to refocus the booster as an obsidian mining booster. If this is done, it could even be discussed to increase to haste 3, making it even better than a potential beacon.
    • DOUBLE XP BOOSTER and DOUBLE LOOT BOOSTER
      • These two are a bit trickier. I do not think the harm here is as severe, so long as the Villagers section of spawner changing is considered.
    3. Spawner Changing
    • VILLAGER SPAWNERS
      • This is really the only change I think is essential to spawner changing, other than Gold Farms. Villager spawners remove the entire 'Grind' part of getting 'OP' villagers. I classify an OP villager as a villager that trades a max level enchanted book, ie Sharp 5, Protection 4, etc.
      • Villager spawners should be completely removed from the game. This makes good villagers harder to have, and therefore they are more valuable.
    • PIGMAN SPAWNERS
      • This single handedly ruins the gold economy. Allowing pigman to spawn and be farmed is the equivalent of a slightly riskier version of having a /kit gold. When the economy is gold based and you let gold be 'spawned in' essentially, this causes extreme inflation, not to mention making the pvp more 'who has more sets and gapples' based
    • ENDERMAN SPAWNERS
      • This item also alters the nature of PvP combat. By having enderman spawners be the only good way to get pearls, players who win koth (will be discussed in a later post) will have a leg up in all PvP, since they can pearl away or up to you.
      • An alternative to this will involve having enderman spawn in the end at their normal rate, but ONLY during the end event. This will force players to farm pearls that they will need in a more high risk environment. This was done on McTeams, and players had to balance their inventories accordingly.

    KOTH and End Event will be touched on in Part 2, as will a few other changes I have in mind.

    I think this is a good place to start in terms of reconsidering the gamestyle of Raid to orient it more toward a 'Survival with PvP and Tracking' environment. As always, please leave any feedback or comments you have below. ​
     
  2. hooodrich

    hooodrich Member

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    i think youre just pissed i narrowed your vault on iron vanilla tracker in the nether idk
     
    • Winner Winner x 3
  3. NinetyThree

    NinetyThree Active Member

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    yes add all :grinning:

    Thought you guys were friends O:
     
    • Agree Agree x 1
  4. Necromancer51572

    Necromancer51572 Team Mystic

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    Hah, I don't have any friends.

    Fool
     
    • Funny Funny x 1
    • Informative Informative x 1
  5. CoCaptainBlue

    CoCaptainBlue Well-Known Member

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    What about me :frowning:
     
  6. MoistMayonnaise

    MoistMayonnaise Highly Established Member

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    I agree on this tbh, I don't really see many people track in nether as is anyhow.

    I would honestly prefer that we keep Iron Tracking, as some of the newer players don't know much and it would be much more simple imo. The ores aren't hard to get and I know everyone says its a hardcore gamemode, but it really isn't anymore from what I see.

    I agree fully that these boosters could use a change. I am not 100% with what you mean on them though. This could be tricky for a Dev to code and I am not sure that they would wanna take the time into doing something this for it. The double booster and loot boosters are alright but could maybe have a nerf in them.

    I'll agree on this, even though I might have some decent villagers :frowning:

    Another remove here would be good unless there is a way to lower their spawnrate or someway to nerf the amount of gold they could drop.

    I don't see this being too big of an issue, maybe just need to increase the area of pearls not being usable. I don't think they should be able to pearl close to the koth.


    Overall this is a really nice and in depth made post, I like the suggestions. Keep it up :stuck_out_tongue:
     
    • Agree Agree x 1
  7. Necromancer51572

    Necromancer51572 Team Mystic

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    I hear ya, but I raise you 1. Iron tracking requires 9 iron ore to track 50 blocks. So that's 4.5 iron per 25 blocks, to normalize it with obby that's 4.5 per 1 tracking block. Obsidian takes about 2.5 to 3 seconds to mine, depending on conditions. Let's round this to 4 seconds on average with some room for errors. So, in order for iron tracking to be a competing source time-wise, as you said this is for new player, you will need to be able to mine 1.125 iron ore per second. Let's assume this is rounded down for a more conservative value of 1 iron ore per second. This is 60 iron ore per minute, or about one dub of iron ore in an hr.

    I do not think iron is a good thing for newbie players, I think it makes the life of settled players easier. This let's you use big narrows and lots of temps EXTREMELY cheaply, virtually no cost, since you can mine all the blocks in less than a minute whenever you log off.

    Not really, make a condition that if stone is mined, mining fatigue 1, or whatever value negates just enough for no instabreaking, is applied for 2 second, non-compounding. So if you're mining, you won't have a buggy experience, in theory, since the 2 sec fatigue is more than the time to mine 1 stone.

    It is a gold economy, it is not acceptable to 'lower' the injection of money into the economy, it must be removed fully. Obby based gold farms included.

    Again I disagree with you. I don't agree with spawn or changes at all, which I will discuss in the future. You are infusing loot into the game, similarly to OP factions. This is unacceptable. Enderman should have to be farmed the old fashioned way, as they always were in mcteams. This isn't terribly hard, but players won't have a dub of Pearls,making them valuable.

    Keep your eyes peeled for me to dive into koth amd end events more comprehensively in the near future, likely after this weekend.
     
    • Like Like x 1
  8. BrosBeforeHoes_

    BrosBeforeHoes_ Well-Known Member

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    Well staff arent going to do anything as we have mentioned most of this repeatedly. I really wish the fixes are o
    Coming soon
     
    • Agree Agree x 1
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